choc wrote:Up to a certain point, everything on a level can be acquired before you move to the next level. Then they torture you by changing that. It would have been better if they had given a visual clue such as visible stairs coming from a lower level to show the pattern break. Subsequent puzzles could do this without hinting, as the pattern break would have been established.
IIRC, you're talking about an area between levels 4 and 6. There's a basement you can go down to at level 4, and behind a fence you can see some gear lying around, out of reach. However, at that moment you're in level 5, falling down from a pit from level 4. One might think he'd be able to grab it later, at level 5, and not worry about it directly.
I can understand some frustration if you kept track of things and still can't reach it after completing level 5. Up until then you occasionally went to a subsection a level further by pit or even stairs (Slime Basement) before returning, but you don't actually go to a subsection on a previous level until level 6, so I can understand how people think they forgot about a part.
I'm not sure it's that big of a deal. At first I thought I'd see some areas that would be unable to be reached, but it turned out not so.
choc wrote:They could have done a better job balancing how much you would level in a normal play through. There are many cool abilities that most people wont see especially since the replay value isn’t very high.
This kind of depends on the focus. Right now you have an easy time reaching the 50 point ability in one skill tree, if you focus on that skill tree exclusively, but not much else.
I would also like to be able to spread my skill points among multiple trees. It has it's disadvantages, of course. If you can max out 2 trees, pretty much all fighters will go Armors + Axes/Maces/Swords/Unarmed, since the latter four don't stack.
choc wrote:The fact that strength modifies ranged damage and that ranged attacks cant miss should have been communicated up front. Many people built range characters with high dexterity to boost their damage, only to find out it had no affect.
Fully agree here. The fact that the Missile Weapons skill tree provides +Dexterity doesn't help much either. If it wasn't for someone telling me here on the forum that Dexterity was absolutely crap for ranged, I would've probably started off with a high dex character, as it only feels natural.